I have but one comment, and that is that it's the Nth demo/intro lately to have pyramids with removed sections (showcasing the CSG so much without any obvious artistic purpose looks a bit cheap). Apart from that: Absolutely great.

Indeed the shader minifier does some int-float conversion that nvidia doesn't accept, this only started happening at the very last minute, no time to fix. The bubbles/particles also don't work (i.e. look good at all) on nvidia for some god-only-knows reason. Then again it's quite bit of a hack in the first place... They are also pretty much the biggest reason for the somewhat poor performance, would be 2-3x faster without them, but also look proportionally worse.

Thanks for the comments, I'll try to cook up a final in the following week!

The sound design is unusual and reminds me qq by quite, the lighting and sync made it winner and showed that you can use simple objects and get good result, also it awesome to hear the bass in front of the big screen

That was the starting point but I wanted to steer it to somewhere different. I originally had a completely different track, but that one went almost 100 bytes over right away without even any script/direction. I had to make a new one in one day. That was last week's sunday.

Noby: maybe not the best idea to release the files and everything straight away. I think that would only result in direct copying and general lameness. But I'd like to see a video lesson about sound design in 4klang. You seem to be about the only one who can do it, all others just sound like the same old stereotypical 4klang. (*cough* also having heard the tune that was too big for this intro)

When I heard this track on my headphones during the stream, my jaw dropped to the floor.

I would literally be buying this kind of stuff on vinyl about a decade ago, and would not have batted an eyelash had i heard this track in a djmix.

Awesome work, noby. I really want to see a making-of type thing. I actually thought that maybe it was a homemade own synth, because I had a feeling that it was way better than anything 4Klang can do - especially since the tracks in the compo with 4klang in them were of a samey type of sound (just saw yzi say "old stereotypical 4klang" ) .. sonically. ehh.

Anyway, then I watched the compostudio afterwards and found out that a bunch of coders are amazing at reacting to music or to the intro. "There was bass". "Unimpressive, seen these visuals before".. I dunno why but it felt like a joke was being played on the compostudio watchers.

It was the most gorgeous intro and the sound was just beyond. I would actually listen to the track again if you were to post it on Soundcloud. Great job noby!

I can understand the compostudio's sentiments. Because in the party hall all you could think of was "there is bass". Even so much so that the whole prod started to feel annoying. When I got back home I listened to it with good headphones and I was absolutely blown away.

distance: I'm very honored to hear that, loved your track as well! The track did sound pretty poopy in the areena indeed, I don't think the compostudio guys said really anything out of line in that regard. The problem wasn't really that there was too much bass, but that it reverberated like hell and muddled up everything.

The track itself is quite basic indeed also, but I didn't have time to experiment. The 3-minute max also kinda imposes annoying limitations, especially the pop-like structure kinda hinders this genre...

Great shaders, atmospheric music. My only criticism is that the "chipping" of the stones should have been mapped statically with the stones. Instead now they are sort of projected (so that they move as the camera moves) which spoils the effect.

Noby rather than just dump a 4klang patch file for people to recycle you should consider doing a blog or forum post with some kind of tutorial. At least explain some of the theory behind how you go about creating your patches. That way people can learn to create their own stuff that sounds good without simply copying. Problem already with 4klang is people using the same presets.

I'm totally blown away by this ... under water theme and effects, deep house (i'm a deep house dj myself and simply love this setup), all in 4K, and everything just fits together, could watch that in a loop over and over again ♥

Rusakova: Apologies, I've been very busy lately, and most likely will be at least for another couple weeks. I probably don't have time to fix everything I want for a final version very soon, but I could at least try to get the properly compatible version out asap. Another problem with nvidia though is that the bubbles/particles don't work (for no obvious reason). I do have a hack for it developed with msqrt/peisik, but it's not quite as pretty and I'm not sure it'll fit into 4k (and I think it's a bit slower too)... but I'll try to do something about the situation in any case :)

Note that:
1. It's uncompressed, because I'm quite sure the fix would be over 4kb. Maybe not but I don't have the time to experiment further at the moment.
2. It has bugs, mainly the missing bubbles and thus looks at lot worse (but is faster). Probably not fixable, deal with it (buy AMD). I don't know how it looks at all, I just know it does (or should) run.
3. Further final might still come but don't count on it.

All in all not really worth watching on nvidia but hey, at least it works.

Variable height columns and other details was something I wanted, but the performance was already too poor to add those :), and also in the end I wouldn't have had the space. But indeed my main goal was to avoid as much as possible all typical artifacts and annoyances present in small intros, in both the visuals and the audio, even at the expense of performance and small details. Glad you enjoyed it.